cbuffer vertexBuffer : register(b0) 
{
	float4x4 ProjectionMatrix; 
}; 

struct VS_INPUT
{
	float2 pos : POSITION; 
	float4 col : COLOR0; 
	float2 uv  : TEXCOORD0; 
}; 

struct PS_INPUT
{
	float4 pos : SV_POSITION; 
	float4 col : COLOR0; 
	float2 uv  : TEXCOORD0; 
}; 

PS_INPUT main(VS_INPUT input)
{
	PS_INPUT output; 
	output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); 
	output.col = input.col; 
	output.uv = input.uv; 
	return output; 
}